diff options
Diffstat (limited to 'render/fx_renderer')
-rw-r--r-- | render/fx_renderer/fx_pass.c | 12 | ||||
-rw-r--r-- | render/fx_renderer/gles2/shaders/gradient.frag | 47 | ||||
-rw-r--r-- | render/fx_renderer/gles2/shaders/meson.build | 1 | ||||
-rw-r--r-- | render/fx_renderer/gles2/shaders/quad_grad.frag | 44 | ||||
-rw-r--r-- | render/fx_renderer/gles2/shaders/quad_grad_round.frag | 45 | ||||
-rw-r--r-- | render/fx_renderer/gles2/shaders/rounded_grad_border_corner.frag | 44 | ||||
-rw-r--r-- | render/fx_renderer/shaders.c | 7 |
7 files changed, 62 insertions, 138 deletions
diff --git a/render/fx_renderer/fx_pass.c b/render/fx_renderer/fx_pass.c index 5e6f25b..808d9f4 100644 --- a/render/fx_renderer/fx_pass.c +++ b/render/fx_renderer/fx_pass.c @@ -373,9 +373,9 @@ void fx_render_pass_add_rect_grad(struct fx_gles_render_pass *pass, struct fx_renderer *renderer = pass->buffer->renderer; - if(renderer->shaders.quad_grad.max_len <= fx_options->gradient.count){ + if (renderer->shaders.quad_grad.max_len <= fx_options->gradient.count) { glDeleteProgram(renderer->shaders.quad_grad.program); - if(!link_quad_grad_program(&renderer->shaders.quad_grad, fx_options->gradient.count + 1)){ + if (!link_quad_grad_program(&renderer->shaders.quad_grad, fx_options->gradient.count + 1)) { wlr_log(WLR_ERROR, "Could not link quad shader after updating max_len to %d. Aborting renderer", fx_options->gradient.count + 1); abort(); } @@ -487,9 +487,9 @@ void fx_render_pass_add_rounded_rect_grad(struct fx_gles_render_pass *pass, abort(); } - if(shader->max_len <= fx_options->gradient.count){ + if (shader->max_len <= fx_options->gradient.count) { glDeleteProgram(shader->program); - if(!link_quad_grad_round_program(shader, corner, fx_options->gradient.count + 1)){ + if (!link_quad_grad_round_program(shader, corner, fx_options->gradient.count + 1)) { wlr_log(WLR_ERROR, "Could not link quad shader after updating max_len to %d. Aborting renderer", fx_options->gradient.count + 1); abort(); } @@ -563,9 +563,9 @@ void fx_render_pass_add_rounded_grad_border_corner(struct fx_gles_render_pass *p struct fx_renderer *renderer = pass->buffer->renderer; - if(renderer->shaders.rounded_grad_border_corner.max_len <= fx_options->gradient.count){ + if (renderer->shaders.rounded_grad_border_corner.max_len <= fx_options->gradient.count) { glDeleteProgram(renderer->shaders.rounded_grad_border_corner.program); - if(!link_rounded_grad_border_corner_program(&renderer->shaders.rounded_grad_border_corner, fx_options->gradient.count + 1)){ + if (!link_rounded_grad_border_corner_program(&renderer->shaders.rounded_grad_border_corner, fx_options->gradient.count + 1)) { wlr_log(WLR_ERROR, "Could not link quad shader after updating max_len to %d. Aborting renderer", fx_options->gradient.count + 1); abort(); } diff --git a/render/fx_renderer/gles2/shaders/gradient.frag b/render/fx_renderer/gles2/shaders/gradient.frag new file mode 100644 index 0000000..0ab6712 --- /dev/null +++ b/render/fx_renderer/gles2/shaders/gradient.frag @@ -0,0 +1,47 @@ +#ifdef GL_FRAGMENT_PRECISION_HIGH +precision highp float; +#else +precision mediump float; +#endif + +vec4 gradient(vec4 colors[LEN], int count, vec2 size, vec2 grad_box, vec2 origin, float degree, bool linear, bool blend){ + float step; + + vec2 normal = (gl_FragCoord.xy - grad_box)/size; + vec2 uv = normal - origin; + + float rad = radians(degree); + + if(linear){ + uv *= vec2(1.0)/vec2(abs(cos(rad)) + abs(sin(rad))); + + vec2 rotated = vec2(uv.x * cos(rad) - uv.y * sin(rad) + origin.x, + uv.x * sin(rad) + uv.y * cos(rad) + origin.y); + + step = rotated.x; + } else { + vec2 uv = normal - origin; + uv = vec2(uv.x * cos(rad) - uv.y * sin(rad), + uv.x * sin(rad) + uv.y * cos(rad)); + + uv = vec2(-atan(uv.y, uv.x)/3.14159265 * 0.5 + 0.5, 0.0); + step = uv.x; + } + + if(!blend){ + float smooth = 1.0/float(count); + int ind = int(step/smooth); + + return colors[ind]; + } + + float smooth = 1.0/float(count - 1); + int ind = int(step/smooth); + float at = float(ind)*smooth; + + vec4 color = colors[ind]; + if(ind > 0) color = mix(colors[ind - 1], color, smoothstep(at - smooth, at, step)); + if(ind <= count - 1) color = mix(color, colors[ind + 1], smoothstep(at, at + smooth, step)); + + return color; +} diff --git a/render/fx_renderer/gles2/shaders/meson.build b/render/fx_renderer/gles2/shaders/meson.build index ce08097..12e4427 100644 --- a/render/fx_renderer/gles2/shaders/meson.build +++ b/render/fx_renderer/gles2/shaders/meson.build @@ -2,6 +2,7 @@ embed = find_program('./embed.sh', native: true) shaders = [ 'common.vert', + 'gradient.frag', 'quad.frag', 'quad_grad.frag', 'quad_round.frag', diff --git a/render/fx_renderer/gles2/shaders/quad_grad.frag b/render/fx_renderer/gles2/shaders/quad_grad.frag index 6f611ca..465da81 100644 --- a/render/fx_renderer/gles2/shaders/quad_grad.frag +++ b/render/fx_renderer/gles2/shaders/quad_grad.frag @@ -16,48 +16,6 @@ uniform bool linear; uniform bool blend; uniform int count; -vec4 gradient(){ - float step; - - vec2 normal = (gl_FragCoord.xy - grad_box)/size; - vec2 uv = normal - origin; - - float rad = radians(degree); - - if(linear){ - uv *= vec2(1.0)/vec2(abs(cos(rad)) + abs(sin(rad))); - - vec2 rotated = vec2(uv.x * cos(rad) - uv.y * sin(rad) + origin.x, - uv.x * sin(rad) + uv.y * cos(rad) + origin.y); - - step = rotated.x; - } else { - vec2 uv = normal - origin; - uv = vec2(uv.x * cos(rad) - uv.y * sin(rad), - uv.x * sin(rad) + uv.y * cos(rad)); - - uv = vec2(-atan(uv.y, uv.x)/3.14159265 * 0.5 + 0.5, 0.0); - step = uv.x; - } - - if(!blend){ - float smooth = 1.0/float(count); - int ind = int(step/smooth); - - return colors[ind]; - } - - float smooth = 1.0/float(count - 1); - int ind = int(step/smooth); - float at = float(ind)*smooth; - - vec4 color = colors[ind]; - if(ind > 0) color = mix(colors[ind - 1], color, smoothstep(at - smooth, at, step)); - if(ind <= count - 1) color = mix(color, colors[ind + 1], smoothstep(at, at + smooth, step)); - - return color; -} - void main(){ - gl_FragColor = gradient(); + gl_FragColor = gradient(colors, count, size, grad_box, origin, degree, linear, blend); } diff --git a/render/fx_renderer/gles2/shaders/quad_grad_round.frag b/render/fx_renderer/gles2/shaders/quad_grad_round.frag index 516573e..60e5fcf 100644 --- a/render/fx_renderer/gles2/shaders/quad_grad_round.frag +++ b/render/fx_renderer/gles2/shaders/quad_grad_round.frag @@ -25,48 +25,6 @@ uniform bool linear; uniform bool blend; uniform int count; -vec4 gradient(){ - float step; - - vec2 normal = (gl_FragCoord.xy - grad_box)/size; - vec2 uv = normal - origin; - - float rad = radians(degree); - - if(linear){ - uv *= vec2(1.0)/vec2(abs(cos(rad)) + abs(sin(rad))); - - vec2 rotated = vec2(uv.x * cos(rad) - uv.y * sin(rad) + origin.x, - uv.x * sin(rad) + uv.y * cos(rad) + origin.y); - - step = rotated.x; - } else { - vec2 uv = normal - origin; - uv = vec2(uv.x * cos(rad) - uv.y * sin(rad), - uv.x * sin(rad) + uv.y * cos(rad)); - - uv = vec2(-atan(uv.y, uv.x)/3.14159265 * 0.5 + 0.5, 0.0); - step = uv.x; - } - - if(!blend){ - float smooth = 1.0/float(count); - int ind = int(step/smooth); - - return colors[ind]; - } - - float smooth = 1.0/float(count - 1); - int ind = int(step/smooth); - float at = float(ind)*smooth; - - vec4 color = colors[ind]; - if(ind > 0) color = mix(colors[ind - 1], color, smoothstep(at - smooth, at, step)); - if(ind <= count - 1) color = mix(color, colors[ind + 1], smoothstep(at, at + smooth, step)); - - return color; -} - vec2 getCornerDist() { #if SOURCE == SOURCE_QUAD_ROUND vec2 half_size = size * 0.5; @@ -86,5 +44,6 @@ void main() { vec2 q = getCornerDist(); float dist = min(max(q.x,q.y), 0.0) + length(max(q, 0.0)) - radius; float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, dist); - gl_FragColor = mix(vec4(0), gradient(), smoothedAlpha); + + gl_FragColor = mix(vec4(0), gradient(colors, count, size, grad_box, origin, degree, linear, blend), smoothedAlpha); } diff --git a/render/fx_renderer/gles2/shaders/rounded_grad_border_corner.frag b/render/fx_renderer/gles2/shaders/rounded_grad_border_corner.frag index 2ce4f41..9e9aef0 100644 --- a/render/fx_renderer/gles2/shaders/rounded_grad_border_corner.frag +++ b/render/fx_renderer/gles2/shaders/rounded_grad_border_corner.frag @@ -21,48 +21,6 @@ uniform bool linear; uniform bool blend; uniform int count; -vec4 gradient(){ - float step; - - vec2 normal = (gl_FragCoord.xy - grad_box)/size; - vec2 uv = normal - origin; - - float rad = radians(degree); - - if(linear){ - uv *= vec2(1.0)/vec2(abs(cos(rad)) + abs(sin(rad))); - - vec2 rotated = vec2(uv.x * cos(rad) - uv.y * sin(rad) + origin.x, - uv.x * sin(rad) + uv.y * cos(rad) + origin.y); - - step = rotated.x; - } else { - vec2 uv = normal - origin; - uv = vec2(uv.x * cos(rad) - uv.y * sin(rad), - uv.x * sin(rad) + uv.y * cos(rad)); - - uv = vec2(-atan(uv.y, uv.x)/3.14159265 * 0.5 + 0.5, 0.0); - step = uv.x; - } - - if(!blend){ - float smooth = 1.0/float(count); - int ind = int(step/smooth); - - return colors[ind]; - } - - float smooth = 1.0/float(count - 1); - int ind = int(step/smooth); - float at = float(ind)*smooth; - - vec4 color = colors[ind]; - if(ind > 0) color = mix(colors[ind - 1], color, smoothstep(at - smooth, at, step)); - if(ind <= count - 1) color = mix(color, colors[ind + 1], smoothstep(at, at + smooth, step)); - - return color; -} - float roundedBoxSDF(vec2 center, vec2 size, float radius) { return length(max(abs(center) - size + radius, 0.0)) - radius; } @@ -84,5 +42,5 @@ void main() { discard; } - gl_FragColor = mix(vec4(0), gradient(), smoothedAlphaOuter - smoothedAlphaInner); + gl_FragColor = mix(vec4(0), gradient(colors, count, size, grad_box, origin, degree, linear, blend), smoothedAlphaOuter - smoothedAlphaInner); } diff --git a/render/fx_renderer/shaders.c b/render/fx_renderer/shaders.c index 0e2c43b..9015510 100644 --- a/render/fx_renderer/shaders.c +++ b/render/fx_renderer/shaders.c @@ -8,6 +8,7 @@ // shaders #include "GLES2/gl2.h" #include "common_vert_src.h" +#include "gradient_frag_src.h" #include "quad_frag_src.h" #include "quad_grad_frag_src.h" #include "quad_round_frag_src.h" @@ -120,7 +121,7 @@ bool link_quad_program(struct quad_shader *shader) { bool link_quad_grad_program(struct quad_grad_shader *shader, int max_len) { GLchar quad_src[2048]; snprintf(quad_src, sizeof(quad_src), - "#define LEN %d\n%s", max_len, quad_grad_frag_src); + "#define LEN %d\n%s\n%s", max_len, gradient_frag_src, quad_grad_frag_src); GLuint prog; shader->program = prog = link_program(quad_src); @@ -168,7 +169,7 @@ bool link_quad_round_program(struct quad_round_shader *shader, enum fx_rounded_q bool link_quad_grad_round_program(struct quad_grad_round_shader *shader, enum fx_rounded_quad_shader_source source, int max_len) { GLchar quad_src[4096]; snprintf(quad_src, sizeof(quad_src), - "#define SOURCE %d\n#define LEN %d\n%s", source, max_len, quad_grad_round_frag_src); + "#define SOURCE %d\n#define LEN %d\n%s\n%s", source, max_len, gradient_frag_src, quad_grad_round_frag_src); GLuint prog; shader->program = prog = link_program(quad_src); @@ -250,7 +251,7 @@ bool link_rounded_border_corner_program(struct rounded_border_corner_shader *sha bool link_rounded_grad_border_corner_program(struct rounded_grad_border_corner_shader *shader, int max_len) { GLchar quad_src[4096]; snprintf(quad_src, sizeof(quad_src), - "#define LEN %d\n%s", max_len, rounded_grad_border_corner_frag_src); + "#define LEN %d\n%s\n%s", max_len, gradient_frag_src, rounded_grad_border_corner_frag_src); GLuint prog; shader->program = prog = link_program(quad_src); |